harvey Posted April 6, 2025 Posted April 6, 2025 42 minutes ago, WrinkleysRule said: An image of your terrain height panel with your settings would be helpful.
WrinkleysRule Posted April 6, 2025 Author Posted April 6, 2025 With those settings all you have done is create a flattened area 10m wide with no smoothing, with a 0 height setting the script assumes the area is already smooth.
harvey Posted April 6, 2025 Posted April 6, 2025 2 hours ago, WrinkleysRule said: With those settings all you have done is create a flattened area 10m wide with no smoothing, with a 0 height setting the script assumes the area is already smooth. even with different height settings i still get sharp edges, couple other people have the same issue
WrinkleysRule Posted April 7, 2025 Author Posted April 7, 2025 The GE version of Set terrain Height will probably best in your case as my script only gives basic smoothing, go to Scripts -- Shared --Map--Terrain -- Set terrain Height by Spline and set the following settings Width 5 (this will give a 10m overall width) Smoothing Distance 20
WrinkleysRule Posted April 7, 2025 Author Posted April 7, 2025 Comparison between my version and GE version of Set Terrain Height scripts with basically the same settings. My version GE version As you can see the GE version smooths the vertical drop and heights better 1
Bäxxter Posted April 9, 2025 Posted April 9, 2025 Hello everyone, I like your scripts very much, but my question is it possible to draw a mask from PP over a spline ? many thanks for the scripts and best regards mfg Bäxxter
WrinkleysRule Posted April 9, 2025 Author Posted April 9, 2025 Try the links in this post there maybe some useful information for you
WrinkleysRule Posted April 16, 2025 Author Posted April 16, 2025 For those who want fence/power layouts to be in straight lines you could try this, with the spline type set to Linear only the spline control points are created when inserting. some corners may have a slight bend but this shouldn't affect fence/poewer placement. another example
Captn_Dork Posted May 6, 2025 Posted May 6, 2025 @WrinkleysRule I'm hoping this is something I'm doing wrong, but I can only get the splines to paint correctly in one direction. I just downloaded the file that's attached to your first post in this thread, Dec, 2024, which is the only one I could find--hope it's the correct one. The below pic is a sample of four identical splines where the Y axis is rotates at: (from left to right) 0, 90, 180, 270 (-90). Any help on this would be greatly appreciated! Thanks!
Mister Laptop Posted May 6, 2025 Posted May 6, 2025 Vor 4 Stunden sagte Captn_Dork: @WrinkleysRule Ich hoffe, ich mache etwas falsch, aber ich kann die Splines nur in eine korrekte Richtung zeichnen. Ich habe gerade die Datei heruntergeladen, die an Ihren ersten Beitrag in diesem Thread (Dezember 2024) angehängt ist. Es ist die einzige, die ich finden konnte – ich hoffe, sie ist die Richtige. Das folgende Bild zeigt ein Beispiel für vier identische Splines, bei denen die Y-Achse um folgende Werte rotiert: (von links nach rechts) 0, 90, 180, 270 (-90). Für jede Hilfe wäre ich sehr dankbar! Danke! Das musst Du machen
WrinkleysRule Posted May 6, 2025 Author Posted May 6, 2025 The above post is correct splines when used for any purpose must have no rotation on the 'Y' axis, otherwise problems like yours will occur. This problem is highlighted in the spline tutorials on this site. From the Splines The spline can now be given any name as long as it includes the name ' spline ' in any part of it i.e. road1_Spline or roadspline01 etc. Problems will occur if the spline transform or the spline itself does not have the correct rotation, whether in the transform group of the spline or the spline itself . The rotation has to be set at 0,0,0 for any of the scripts to work correctly. There are a couple of ways of ensuring this, one is to set up your spline in the position you want and freeze transform only the rotation, the other is to select the S cv of the spline and delete it, this brings S to the centre (rotating point) of the spline, then just use the E cv to create the rest of the spline so lessening the chance of inadvertently rotating the start of the spline.
brandon89 Posted June 5, 2025 Posted June 5, 2025 having an issue with poles not staying upright on a steep road way, they slant with the hill, any idea?
WrinkleysRule Posted June 6, 2025 Author Posted June 6, 2025 There appears to be a bug in the code which I will investigate and correct. In the meantime I suggest opening the script in the Script Editor (Window -Script Editor) navigate to the Fence_Power_Placement_25 script and change the following line from line 252 setRotation(myId, rx, ry, rz); to line 252 setRotation(myId, 0, ry, 0);
WrinkleysRule Posted June 7, 2025 Author Posted June 7, 2025 Added updated FS25 Script Versions Zip This contains an updated Fence Power PLacement script (fixed some bugs) and a new Spline CSV Creator Panel OBJ_25 Spline CSV Creator Panel OBJ_25 ChangeLog Script operation is the same output has changed slightly A new CSVSpline transform group is automatically created in the Scenegraph and the new CSV spline is created in this TG. The new CSV spline ,spline.obj and csvData.txt are still added to the CSVData folder in the maps folder (same place as the map.i3d )which now has 2
brandon89 Posted June 8, 2025 Posted June 8, 2025 thank you for the quck response and fix! Glad you know what your doing and taking care of the mappers out here! cheers buddy, quick note, i might be dumb but did you post the script in the last comment lol? cant see it,
brandon89 Posted June 8, 2025 Posted June 8, 2025 i found it lol and it works now! thankyou and good job
brandon89 Posted June 8, 2025 Posted June 8, 2025 quick note, sometimes its either the first one or the last one, but it knockes it down/rotates it
WrinkleysRule Posted June 8, 2025 Author Posted June 8, 2025 Apologise I have added the wrong version to the zip file will upload a new zip file tomorrow (09/08/25) as I have updated some of the other FS25 Scripts. Whilst testing the script I have come across a slight problem where the poles may not rotate enough (usually caused by a tight curve in a cubic spline ,sharp angle if using a linear spline) so causing the wires to crossover The soloution ( with thanks to @antler22) is to 1. Run the script with no. wires set to 0 2. Rotatet posts/poles so a better angle is created between the preceding and following posts 3. Rename last post/pole unique so you know where pole placement starts over (for examlpe pole1_A) 4. Run script again with wires set at desired level, this will put wires against all previous posts as well as new ones Delete second set of posts after marked end, as these are now redundant Works for fences as well Edit 15/06/25 This problem along with the upright problem has been solved in the latest version of this script 15/06/25 and is available at the beginning of this topic 1
brandon89 Posted June 8, 2025 Posted June 8, 2025 i have not came across that issue yet. just the slope and the start pole rotating. if i find anything else ill report back. but stuck on poles till you get the new script out. back to placeing buildings for now lol
Bone2510 Posted July 28, 2025 Posted July 28, 2025 Hey Guys, I just downloaded the newest Version of the scripts and wanted to ask if it's intentional that the "stay upright" option in the Fence/Power Line Placement Script is gone now? Somtimes the fences just look way better if the posts are aligned to the terrain rather than staying upright. Greetings BayernGamers
WrinkleysRule Posted July 29, 2025 Author Posted July 29, 2025 Yes, it is intentional There was two problems when aligning to the terrain, the first was when power poles were placed in a tighter curve and did not align correctly with the other poles leading to crossed wires and the second the wire/fence panel not aligning if the fence posts were at opposing angles when placed ( \ / ) . 1
FarmingWilly Posted August 26, 2025 Posted August 26, 2025 On 12/2/2024 at 7:24 PM, WrinkleysRule said: I have now updated the following scripts for FS25 (zip file containing all scripts listed available at the bottom of this post) To avoid confusion all future Updates to any of the scripts will require the complete FS 25 Script Versions.zip to be downloaded Fence Power Placement --Updated 07/01/2025 Stay Upright Option removed fence/poles now automatically placed upright --15/06/25 Problem with upright position and placement when spline has a tight curve solved. Paint Foliage by Spline Panel Spline CSV Creator Panel - Updated 15/06/25 see changelog below Spline Height Panel Spline Paint Panel --- Updated 20/01/2025 Random value problem fixed and UI Changes -- see note in Spline Paint Panel below Spline Placement Panel Combined --Updated 02/01/2025 Interim fix to first object placement problem --15/06/2025 Rotation/Placement problem fixed Fence Power Placement Fence Power Placement Script updated to cure problem with pole's not remaining upright and pole placement not following spline correctly when spline has a tight curve, refer to tutorial for operation Tutorial https://farmerboysmodding.com/index.php?/topic/2452-fence-power-placement-script/ Spline CSV Creator Panel Spline CSV Creator Panel OBJ_25 ChangeLog Script operation is the same output has changed slightly A new CSVSpline transform group is automatically created in the Scenegraph and the new CSV spline is created in this TG. The new CSV spline ,spline.obj and csvData.txt are still added to the CSVData folder in the maps folder (same place as the map.i3d )which now has Paint Foliage by Spline Panel Operation of the script is still the same but the Panel Layout has changed. Note: Random Foliage Paint will paint all states of a selected foliage. Variable Foliage state When selected along with Random Foliage Paint option allows only the states entered in Set Foliage State and Set Second Foliage State to be painted. Random Foliage Distance seed can be adjusted by changing the Set Distance Between Foliage value Spline Height Panel Script just updated refer to tutorial for operation Spline Paint Panel Script just updated refer to tutorial for operation For further information on the above scripts refer to the tutorial https://farmerboysmodding.com/index.php?/topic/2439-new-spline-paint-height-csv-field-creationdimension-panel-scripts/ Note: Random Width (Max) this is the max distance the texture will be painted either side of the spline (0 to Random Width (Max)) Random Distance (Max) this value is used by the RND function for the random distance the texture will be painted along the spline (0 to Random Distance (Max)) In both cases texture will be painted randomly at a distance between 0 and Random value entered at each point along the spline Random distance bewteen textures can also be adjusted using the Set Texture Distance Value Spline Placement Panel Combined Script update with some Panel Layout changes and addition Unfortunately the Use Distance Table values still have to be entered in the User Attributes panel. (now in seperate tab in the Attributes Panel) I hope to combine them into the main panel at a later date. Addition Fixed Distance -- is the distance away from the spline (both + and -) you want the placement to start (Look at it like a duplicate spline at the Fixed Distance value) Changes Select Random Spline Order – now uses the number of objects in the objectsTo Place TG as a random seed If only one item in the objectsToPlace TG then I suggest adding a empty TG to the objectsToPlace TG before selecting Select Random Placement -- is the max distance around the spline (inc any Fixed Distance values) Select Random Distance -- uses the Object Distance as seed to generate the random distance If Use Distance Table Selected then Select Random Spline Order and Select Random Distance is disabled. See the tutorial for further information. https://farmerboysmodding.com/index.php?/topic/2469-spline-placement-combined-panel/ There seems to be some confusion on where these scripts should be placed they should be placed here C:/Users/*****/AppData/Local\GIANTS Editor 64bit 10.0.3/scripts -- replace ***** with your computers user name not in the C:/Program Files/GIANTS Sosftware/GIANTS_Editor_10.0.3 folder as the scripts in this folder will be overwritten/updated when a new version is available. To avoid confusion all future Updates to any of the scripts will require the complete FS 25 Script Versions.zip to be downloaded and unzipped replacing any existing scripts in the GE scripts folder. FS25 Script Versions Updated.zip 20.83 kB · 256 downloads Hi Can you please make it available because its really important i need to get it now
Mister Laptop Posted September 4, 2025 Posted September 4, 2025 On 26.8.2025 at 16:17, FarmingWilly said: Hallo, können Sie es bitte verfügbar machen, weil es wirklich wichtig ist, ich muss es jetzt bekommen Ist doch Alles da zum DL
duke8992 Posted November 12, 2025 Posted November 12, 2025 Hey Folks! i use the Fence/Power line placement script. Everything worked fine. But now i get the following message in the GE-Console: Insufficient Wire/Board nodes object: post Anyone getting those errors to? I did not change the Fence nodes, nor the Panels. Thanks for your help!
WrinkleysRule Posted November 12, 2025 Author Posted November 12, 2025 Then you have an incorrect number of transform alignment nodes on your post. From the tutorial Points to Note before using this script. All posts/poles/wires/boards Must be scaled at 0,0,0 before use in the script Items to be placed Must be aligned along their ‘Z’ axis with the point of origin at one end. Number of Wire/Board alignment nodes Must be the same on all posts/poles used and in the same order top to bottom otherwise you will have crossovers between the posts.
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